Method and Apparatus for Gaming Reward Platforms

ABSTRACT

Method and systems for providing online gaming to a plurality of players through a network, such as the Internet is disclosed. A server enables the plurality of players on remote terminals to access a game application in the memory in the server through the network. A processor on the server monitors the activity of each of the plurality of players while accessing the game application to determine an activity level of each of the plurality of players. It also compares the activity level of each of the plurality of players and causes a reward to be issued to one or more of the plurality of players based on the comparison of the activity level of each of the plurality of players. Various levels of rewards are contemplated.

BACKGROUND OF THE INVENTION

The present invention relates to social gaming and to mobile gaming. Italso relates to reward platforms for use in such gaming environments.

There are numerous games available, including online games. One type ofonline game that is becoming popular are social games.

Due to the large number of online social games available on the internetand through mobile devices, attracting players to the internet sites toplay the social games can be difficult. Once the players are attractedto a site to play one or more games, maintaining these players and userson the sites is also difficult.

The stakes are high because the lifeblood of these sites is players andusers playing the games. The survival of the sites generally depends oncontinued usage of the sites. It may also depend on the willingness ofplayers to pay for various options offered by the online social game.

Accordingly, new and improved systems and methods of attracting playersto the online social games are needed.

SUMMARY OF THE INVENTION

Unlike traditional reward programs, the player reward system and methodof the present invention quantifies a player's use of, as well as theplayer's results in, a social game and compares them to all the otherplayers in the game. It then automatically issues reward points to theplayers based on the use and results. The reward points are redeemablefor cash, goods or services.

In accordance with one aspect of the invention, the reward points arebased on algorithm uses factors such as logins, time played, gameprogression, game tier achieved, rate of play, acquisition of game itemsand players recruited and continuously updates against other players.

In accordance with one aspect of the present invention. A method ofproviding online gaming to a plurality of players, each of the pluralityof players being on a remote terminal that is connected through anetwork to a server, the server having a processor and a memory. Theserver enables the plurality of players on the remote terminals toaccess a game application in the memory in the server through thenetwork. The processor monitors the activity of each of the plurality ofplayers while accessing the game application to determine an activitylevel of each of the plurality of players. The processor compares theactivity level of each of the plurality of players and causes a rewardto be issued to one or more of the plurality of players based on thecomparison of the activity level of each of the plurality of players.

In accordance with one aspect of the present invention, the step ofmonitoring the activity of each of the plurality of players can includemonitoring a length of time the game application is accessed. It canalso include monitoring for purchases of advertised goods or services.It can also include monitoring for purchases of extra points. It canfurther include monitoring for referrals of other players to the gameapplication on the server.

In accordance with further aspects of the present invention, the step ofrewarding can include the processor at the server determining a totalrevenue collected from the plurality of players accessing the gameapplication and allotting a portion of the total revenue to the one ormore of the plurality of players.

In accordance with one aspect of the present invention, the network isthe Internet.

In accordance with further aspects of the present invention, apredetermined percentage of the plurality of players with the highestactivity levels are allotted a portion of the total revenue.

In accordance with yet further aspects of the present invention, rewardsare provided as follows. A first predetermined percentage of theplurality of players with the highest activity levels are allotted afirst percentage of the total revenue. A second predetermined percentageof the plurality of players with the second highest activity levels areallotted a second percentage of the total revenue. A third predeterminedpercentage of the plurality of players with the third highest activitylevels are allotted a third percentage of the total revenue. A fourthpredetermined percentage of the plurality of players with the fourthhighest activity levels are allotted a fourth percentage of the totalrevenue. The first percentage of the total revenue is higher than thesecond percentage of total revenue, which is higher than the thirdpercentage of total revenue, which is higher than the fourth percentageof total revenue.

A system for providing online gaming is also provided by the presentinvention. In the system a plurality of players are on a remote terminalconnected through a network to a server and the server has a processor,a memory connected to the processor and a gaming application stored inthe memory and operable on the processor. The processor is operable to:monitor the activity of each of the plurality of players while accessingthe game application to determine an activity level of each of theplurality of players; compare the activity level of each of theplurality of players; and cause a reward to be issued to one or more ofthe plurality of players based on the comparison of the activity levelof each of the plurality of players.

The activities monitored and the rewards issues have already beendiscussed above.

DESCRIPTION OF DRAWINGS

FIG. 1 illustrates a system in accordance with one aspect of the presentinvention.

FIG. 2 illustrates a system in accordance with another aspect of thepresent invention.

FIG. 3 illustrates a typical server configuration in accordance with oneaspect of the present invention.

FIGS. 4 to 36 illustrate various screen shots of an online social gamein which various aspects of the present invention are used.

FIG. 37 illustrates a flow chart of the steps in accordance with oneaspect of the present invention.

FIG. 38 illustrates a screen shot of a user showing the daily awardsgranted in accordance with one aspect of the present invention.

FIG. 39 illustrates a screen showing the reward periodically granted inaccordance with an aspect of the present invention.

DESCRIPTION

FIG. 1 illustrates a system in accordance with an aspect of the presentinvention. The system includes a network 10, a server 12 and a pluralityof players at remote terminals 14 and 15. The network 10 is preferablythe Internet. The server 12 comprises conventional components, includingprocessors, interface circuitry, memory and various softwareapplications that are typically stored in the memory and operable on oneor more of the processors. The remote terminals are typically personalcomputers connected to the Internet.

The server 12 enables the plurality of players 14 to 15 on the remoteterminals to access a game application in memory in the server 12through the Internet 10. A processor in the server 12 monitors theactivity of each of the plurality of players 14 to 15 while accessingthe game application to determine an activity level of each of theplurality of players 14 to 15. The processor compares the activity levelof each of the plurality of players 14 to 15. The processor causes areward to be issued to one or more of the plurality of players 14 to 15based on the comparison of the activity level of each of the pluralityof players 14 to 15.

In accordance with one aspect of the present invention, the step ofmonitoring the activity of each of the plurality of players includesmonitoring a length of time the game application is accessed. It canalso include for purchases of advertised goods or services by the eachof the plurality of players. It can further include monitoring forpurchases of extra points by each of the plurality of players. The stepcan also include monitoring for referrals of other players to the gameapplication on the server by each of the plurality of players.

The step of monitoring the activity of each of the plurality of players14 to 15 can include monitoring for many different types of activities.The types of activities monitored will depend on the type of social gamebeing offered. As one example, the reward system and method of thepresent invention can be used on social games, such as the My MadMillions game available on Facebook. In this game, a player is assigneda dollar amount which is to be spent without accumulating any assets. Inthe My Mad Millions game, the following activities can be monitored bythe processor in determining how to reward the plurality of players 14to 15: sports betting; battling another players, energy usage, spendingpower, casino usage, checking a stock quote; reaching an achievement;setting a daily outfit; visiting forums; renewing a rental; clearing anews feed; hitting a main page; transferring money; assigning a job toan entourage member; gaining a battle level; gaining an entouragemember; spending My Mad Millions points; upgrading a statisitic;checking leaderboards; inviting a friend; checking achievements;checking a balance sheet to see how much money has been spent. It shouldbe apparent that almost any activity on the game can be monitored.

Each activity can be credited with a point value. The point value isselected to try to encourage interesting activity on the social game toencourage players to continue to play the game and to encourage newplayers to play the game. For example, in accordance with one aspect ofthe present invention, a system that awards 1 point, 2 points, 3 points,5 points, 10 points or 25 points to different activities can be used.The point value will depend on the game and what activities are beingencouraged. Thus, the point value will vary from game to game and, evenwithin a game, can vary from time to time.

Additionally, the points can be awarded on a time basis. Thus, a playercannot simply repeat a high-point value activity repeatedly because thesystem, in accordance with an aspect of the present invention, will onlyaward points on a periodic basis. For example, in the My Mad Millionsgame, if the activity of checking a stock quote is to be rewarded with apoint value, it might only be checked periodically, for example, every15 minutes, every 30 minutes or every 60 minutes and points awardedevery time the activity is checked or logged. Thus, if the activity ofchecking a stock quote were performed twice in 30 minutes and the serveronly awarded 3 points every 30 minutes for such activity, then thereward system of the present invention would only award 3 points—eventhough a player performed the activity twice in the relevant timeperiod.

The period can also be measured through other means as well. Forexample, if sports betting during the game My Mad Millions is beingmeasured, then points could be awarded for every $100,000, every$500,000 or every $1,000,000 bet.

As an activity by one of the players occurs, the processor in the server12 notes the activity and the player identification. As described above,each of the activities has a point value, and as a player performs oneof the activities, the processor adds that point value to the player'stotal point value. The points added may be limited in the mannerdescribed in the previous two paragraphs.

On a periodic basis, the processor in the server 12 compares theactivity level of each of the plurality of players 14 to 15 in terms ofthe total points awarded to each of the players. The processor thencauses a reward to be issued to one or more of the plurality of playersbased on the comparison of the activity level of each of the pluralityof players.

In accordance with one aspect of the present invention, the step ofrewarding performed by the processor includes the processor at theserver determining a total revenue collected from the plurality ofplayers accessing the game application and allotting a portion of thetotal revenue to the one or more of the plurality of players based onthe comparison of the activity levels. In accordance with furtheraspects of the present invention, a predetermined percentage of theplurality of players with the highest activity levels are allotted aportion of the total revenue. In one method of issuing the reward, afirst predetermined percentage of the plurality of players with thehighest activity levels are allotted a first percentage of the totalrevenue, a second predetermined percentage of the plurality of playerswith the second highest activity levels are allotted a second percentageof the total revenue, a third predetermined percentage of the pluralityof players with the third highest activity levels are allotted a thirdpercentage of the total revenue and a fourth predetermined percentage ofthe plurality of players with the fourth highest activity levels areallotted a fourth percentage of the total revenue, the first percentageof the total revenue being higher than the second percentage of totalrevenue, which is higher than the third percentage of total revenue,which is higher than the fourth percentage of total revenue. Any measureof revenue can be used.

The processors, interface circuitry, memory and other devices in theserver 12 can be arranged in many different architectures, depending onmany parameters such as scalability. Thus, for example, the server 12can comprise, and usually would comprise, a plurality of servers andother equipment such as processors that implement the features of thepresent invention.

FIG. 2 illustrates a possible architecture in accordance with one aspectof the present invention. As before, a plurality of players 14 to 15 onremote terminals are connected to the Internet 10. Also connected to theInternet 10, in accordance with an aspect of the present invention, is aweb server 16, a reward server 18, an advertising server 20, a databaseserver 22 and a comparison engine 24.

The web server 16 controls a player's access to the game and the gameflow. It can include processors, memory and game application software.When a player 14 or 15 attempts to access the game, the web server 16makes sure that the player is authorized to access the game by checkinguser names and passwords. The web server 16 then accesses the game and aplayer's profile and presents one or more screens over the internet 10to the players 14 and 15. Based on the selections of the players 14 and15, the web server 16 helps to determine the next steps, including theoutcome of any activities based on the activities selected by the player14 and 15.

The reward server 18, in accordance with this embodiment of the presentinvention, is used to determine the rewards to be given to each player14 and 15, based on usage of the game. The reward server 18 operatesperiodically. When it operates, it accesses the comparison engine 24,which accesses the database server 22, to determine player activitylevels based on a set of rules. Thus, as previously described, for eachplayer 14 and 15 accessing the game, it determines what activities wereperformed and what points those activities are worth. It can alsodetermine the frequency that those activities were performed and awardpoints in accordance with frequency rules as well. Thus, even if anactivity were performed multiple times during a time period, the rewardserver 18 will only award the points for that activity once during theallowable time period.

The advertising server 20 maintains a database of advertisements to beoffered in the social game. The advertising server 20 is accessed by theweb server 16 to determine what advertisements to offer players of thesocial game while they are playing the game.

The database server 22 maintains a database of the activity of each ofthe players. For each player action, the database server 22 receives asignal from the web server 16 and updates the database based on theplayer activity. For example, for each player activity, the databaseserver 22 updates the database with the player identification, the dateof the activity, the time of the activity, the activity, the result ofthe activity and other information.

The comparison engine 24 includes processors and memory. When accessedby the reward server 18 to determine rewards, it accesses the databaseand the database server 22 to determine the leading players inaccordance with a set of rules. The comparison engine 24 sends theresults identifying the top players to the reward server 18, which thenissues the rewards to the players 14 and 15. Reference to a server inthis document includes the single server embodiment shown in FIG. 1 aswell as multiple server embodiments, such as the one illustrated in FIG.2.

FIG. 3 illustrates a typical server configuration in accordance with oneaspect of the present invention. A typical server includes interfacecircuitry 30 that controls connection of the server to a network, suchas the Internet. One or more processors 32 are connected to theinterface circuitry 30 to control communications over the Internet andto process information in accordance with the various aspects of thepresent invention. Memory 34 is connected to the processors 32. Thememory stores application software needed to control the processing bythe processors 32. The application software includes instructions neededprovide normal Internet communications as well as instructions needed toprocess information in accordance with the various aspects of thepresent invention. An interface circuit 36 is connected to the processor32 and elsewhere as needed to provide other communications as needed.

The present invention can be implemented with a number of networkedvideo games. For example, it can be implemented with the My Mad Millionsvideo game. In this game, players receive money which has to be spentwithout accumulating assets. The game is accessed by a variety ofplayers over a network, such as the Internet. The network, however, canbe any type of network, such as a wireless telecommunications network.Various stages are available, and the game provides many differentactivities to spend money. In accordance with one aspect of the presentinvention, those activities are monitored and rewards are issued to thetop players.

FIGS. 4 to 36 illustrate various screens which a player may encounterwhile playing My Mad Millions online.

FIG. 4 shows an introductory screen which a player 14 or 15 may see whenfirst accessing the game. It shows Net Worth, Energy, Stamina, SpendingPower and the level at which the player is participating. It suggestsvarious shopping activities. Each of these is an activity that will bemonitored by the system of the present invention and the player 14 or 15will be credited with points, as previously described when selectingthese activities. It also allows a player to play a Lotto-type game,which can be another monitored activity that, when played, will generateactivity points for a player 14 or 15.

FIG. 5 shows another screen that the web server 16 can provide to aplayer 14 or 15. This screen shows various shoppes that can be accessed,such as Yacht Dock locations, Women's boutiques, Men's stores, Vehicles,Jewelry, Electronics shops, Liquor Shops, Pet Stores, Desserts and thelike. As previously described, when any of these activities areperformed, they are logged in the database by the web server 16 and thedatabase server 22.

FIG. 6 shows another screen that the web server 16 can provide to aplayer 14 or 15. This screen shows various casino activities that can beaccessed, such as stud poker, war, pick a number, horse racing, slotsand the like. As previously described, when any of these activities areperformed, they are logged in the database by the web server 16 and thedatabase server 22. Points are eventually assigned to players for theseactivities.

FIGS. 7 to 11 show the screens displayed in accordance with variousselections that can be made on the screen shown in FIG. 6. For example,FIG. 7 shows the resulting screen when stud poker is selected from thescreen shown in FIG. 6. FIG. 8 shows the resulting screen whenpick-a-number is selected from the screen shown in FIG. 6. FIGS. 9 and10 shows the resulting screens when horse racing is selected from thescreen shown in FIG. 6. Of course, in each case, the idea is to spendmoney without accumulating assets. Thus, the goal is to lose at theselected game, not win.

FIG. 12 shows another screen that the web server 16 can provide to aplayer 14 or 15. This screen shows various simulated gamblingopportunities, including simulated betting on various sports. Aspreviously described, when any of these activities are performed, theyare logged in the database by the web server 16 and the database server22.

FIGS. 13 and 14 shows other screens available to players 14 and 15 whenthey select the activity of placing bets. FIG. 15 shows a screen thatsummarizes a player's bets. When a player 14 or 15 places bets or checkshis bets on this screen, the web server 16 causes that activity level tobe logged and the reward server 18 might award activity points for thatactivity.

FIG. 16 shows another screen that the web server 16 can provide to aplayer 14 or 15. This screen shows various simulated investment tradingopportunities, including trading stocks. As previously described, whenany of these activities are performed, they are logged in the databaseby the web server 16 and the database server 22.

FIGS. 17 to 24 show other screens that the web server 16 can provide toa player 14 or 15. These screens show various battles that the player 14or 15 can choose to fight. As previously described, when any of theseactivities are performed, they are logged in the database by the webserver 16 and the database server 22.

FIGS. 25 and 26 show other screens that the web server 16 can provide toa player 14 or 15. These screens allow a player 14 or 15 to select orotherwise control an entourage. As previously described, when any ofthese activities are performed, they are logged in the database by theweb server 16 and the database server 22.

FIGS. 27 to 29 show other screens that the web server 16 can provide toa player 14 or 15. These screens show various spending sprees a player14 or 15 can choose. As previously described, when any of theseactivities are performed, they are logged in the database by the webserver 16 and the database server 22.

FIGS. 30 to 36 show other screens that the web server 16 can provide toa player 14 or 15. These screens show a player buying or renting ayacht. As previously described, when any of these activities areperformed, they are logged in the database by the web server 16 and thedatabase server 22.

Each of these activities illustrated in these figures are meant to beillustrative. Any number of activities can be monitored. Further, theactivities of any number of different games can be monitored and pointsawarded based on usage and activities.

The web server 16 monitors all of these activities, stores the activityinformation in a database. The Reward Server 18 periodically causes theComparison Engine 24 to monitor the database information to determinethe most active players 14 and 15 in accordance with a set of rules andissues rewards to the players 14 and 15.

FIG. 37 illustrates a process in accordance with one aspect of thepresent invention. In step 100, the web server 16 receives a requestfrom a player. The web server 16 accesses the appropriate softwareapplication to send an appropriate screen to the player's computer overa network. When the player selects an activity, the web server 16receives information about the player and the activity. The web server16 sends that information to the database server 22.

In step 102, the database server 22 logs the player identification andthe activity in a database. The database server 22 also stores otherinformation, such as the date and time of the activity in the database.

In step 104, the comparison engine 24 reads the activity log on thedatabase server 22. The comparison engine 24 performs this activity on aperiodic basis. It could be hourly, daily, weekly, monthly, or any otherperiod. In accordance with one embodiment, the comparison engine 24reads the activity log on a daily basis. Based on a set of rules, thecomparison engine 24 determines daily usage for each registered player.This is done, in accordance with one aspect of the present invention, bydetermining the activity points for each player in accordance with a setof rules. The rules may include a point value for each activity level, atime factor for each activity level or another parameter, such as moneyspent, for each activity level.

In step 106, the reward server 18 accesses an activity log on thedatabase server to determine rewards. The access occurs periodically.For example, the access can occur twice a month, or any other frequency.The result from step 104 stored in the database server and then accessedin this step.

In step 106, the reward server 18 compares the activity level of each ofthe plurality of players and causes a reward to be issued to one or moreof the plurality of players based on the comparison of the activitylevel of each of the plurality of players.

The step of monitoring the activity of each of the plurality of playersperformed in step 100 can include monitoring a length of time the gameapplication is accessed. It can also include monitoring for purchases ofadvertised goods or services by each player while they play the game. Itcan further include monitoring for purchases of extra points by eachplayer while the play the game. It can also include monitoring forreferrals of other players to the game application on the server.

The step 106 of rewarding can include the reward server 18 determining atotal revenue collected from the plurality of players accessing the gameapplication and allotting a portion of the total revenue to the one ormore of the plurality of players.

In accordance with one aspect of the present invention, in the step 106,a predetermined percentage of the plurality of players with the highestactivity levels are allotted a portion of the total revenue. Thus, forexample, each day, the top 20% of users, as determined by the comparisonengine 24 determining the total activity points accumulated by a player14 or 15 over the day, receive a share of the revenue generated by thegame.

In accordance with another aspect of the present invention, in the step106, a first predetermined percentage of the plurality of players withthe highest activity levels are allotted a first percentage of the totalrevenue, a second predetermined percentage of the plurality of playerswith the second highest activity levels are allotted a second percentageof the total revenue, a third predetermined percentage of the pluralityof players with the third highest activity levels are allotted a thirdpercentage of the total revenue and a fourth predetermined percentage ofthe plurality of players with the fourth highest activity levels areallotted a fourth percentage of the total revenue, the first percentageof the total revenue being higher than the second percentage of totalrevenue, which is higher than the third percentage of total revenue,which is higher than the fourth percentage of total revenue.

In accordance with other aspects of the present invention, the playerswith the highest activity levels can be issued reward cards by thereward server 18. For example, each day a player is in the top 20% ofusers as measured by the activity points, the reward server can issue areward card to the player. Each reward card can be converted to cashand/or merchandise.

FIG. 38 illustrates a portion of a reward screen provided to a player 14or 15 after the reward server 18 determines rewards for players based onactivity levels or usage in accordance with the various aspects of thepresent invention. In this case, after analyzing usage, the rewardserver 18 has issued rewards to a player 14 or 15 who now has 33 rewardcards. These reward cards can be used in the manner previouslydescribed.

FIG. 39 illustrates another reward screen that can be provided to aplayer 14 or 15. In this example, the reward server 18 issues bothreward cards and gift cards. In the screen, 18 reward cards areillustrates and 3 gift cards are illustrated. The gift cards can begiven from one player 14 to another player 15. Although the inventionherein has been described with reference to particular embodiments, itis to be understood that these embodiments are merely illustrative ofthe principles and applications of the present invention. It will beapparent to those skilled in the art that various modifications andvariations can be made to the method and apparatus of the presentinvention without departing from the spirit and scope of the invention.Thus, it is intended that the present invention include modificationsand variations that are within the scope of the appended claims andtheir equivalents.

1. A method of providing online gaming to a plurality of players, eachof the plurality of players being on a remote terminal that is connectedthrough a network to a server, the server having a processor and amemory, comprising: the server enabling the plurality of players on theremote terminals to access a game application in the memory in theserver through the network; the processor monitoring the activity ofeach of the plurality of players while accessing the game application todetermine an activity level of each of the plurality of players; theprocessor comparing the activity level of each of the plurality ofplayers; the processor comparing the activity level of each of theplurality of players and determining a revenue collected from each ofthe plurality of players accessing the game application; and theprocessor using results from comparing the activity level and therevenue to allot a portion of the revenue as a reward to one or more ofthe plurality of players.
 2. The method of claim 1, wherein the step ofmonitoring the activity of each of the plurality of players includesmonitoring a length of time the game application is accessed.
 3. Themethod of claim 1, wherein the step of monitoring the activity of eachof the plurality of players includes monitoring for purchases ofadvertised goods or services.
 4. The method of claim 1, wherein the stepof monitoring the activity of each of the plurality of players includesmonitoring for purchases of extra points.
 5. The method of claim 1,wherein the step of monitoring the activity of each of the plurality ofplayers includes monitoring for referrals of other players to the gameapplication on the server.
 6. The method of claim 2, wherein the step ofmonitoring the activity of each of the plurality of players furtherincludes monitoring for purchases of advertised goods or services, forpurchases of extra points and for referrals of other players to the gameapplication on the server.
 7. The method of claim 1, wherein the networkis the Internet.
 8. The method of claim 1, wherein a predeterminedpercentage of the plurality of players with the highest activity levelsare allotted a portion of the total revenue.
 9. The method of claim 1,wherein a first predetermined percentage of the plurality of playerswith the highest activity levels are allotted a first percentage of thetotal revenue, a second predetermined percentage of the plurality ofplayers with the second highest activity levels are allotted a secondpercentage of the total revenue, a third predetermined percentage of theplurality of players with the third highest activity levels are allotteda third percentage of the total revenue and a fourth predeterminedpercentage of the plurality of players with the fourth highest activitylevels are allotted a fourth percentage of the total revenue, the firstpercentage of the total revenue being higher than the second percentageof total revenue, which is higher than the third percentage of totalrevenue, which is higher than the fourth percentage of total revenue.10. A system for providing online gaming to a plurality of players, eachof the plurality of players being on a remote terminal connected througha network to a server, the server having a processor, comprising: aserver with a processor, a memory connected to the processor and agaming application stored in the memory and operable on the processor,the server being connected to the network and enabling the plurality ofremote terminals to access the gaming application on the server via thenetwork; the processor being operable to: monitor the activity of eachof the plurality of players while accessing the game application todetermine an activity level of each of the plurality of players; comparethe activity level of each of the plurality of players; and determine arevenue collected from each of the plurality of players accessing thegame application; and allot a portion of the revenue as a reward to oneor more of the plurality of players based on the activity level of eachof the plurality of players and based on the revenue.
 11. The system ofclaim 10, wherein a length of time the game application is accessed ismonitored.
 12. The system of claim 10, wherein purchases of advertisedgoods or services while the game application is accessed is monitored.13. The system of claim 10, wherein purchases of extra points forpurposes of playing the game application made while accessing the gameapplication is monitored.
 14. The system of claim 10, wherein referralsof other players to the game application on the server made whileaccessing the game application is monitored.
 15. The system of claim 10,wherein purchases of advertised goods or services while the gameapplication is accessed, purchases of extra points for purposes ofplaying the game application made while accessing the game applicationand referrals of other players to the game application on the servermade while accessing the game application are also monitored.
 16. Thesystem of claim 10, wherein the network is the Internet.
 17. The systemof claim 10, wherein a predetermined percentage of the plurality ofplayers with the highest activity levels are allotted a portion of thetotal revenue.
 18. The system of claim 17, wherein a first predeterminedpercentage of the plurality of players with the highest activity levelsare allotted a first percentage of the total revenue, a secondpredetermined percentage of the plurality of players with the secondhighest activity levels are allotted a second percentage of the totalrevenue, a third predetermined percentage of the plurality of playerswith the third highest activity levels are allotted a third percentageof the total revenue and a fourth predetermined percentage of theplurality of players with the fourth highest activity levels areallotted a fourth percentage of the total revenue, the first percentageof the total revenue being higher than the second percentage of totalrevenue, which is higher than the third percentage of total revenue,which is higher than the fourth percentage of total revenue.